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Comparing deliantra/server/common/los.C (file contents):
Revision 1.58 by root, Thu Jan 8 22:35:00 2009 UTC vs.
Revision 1.62 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
288 { 289 {
289 // max intensity 290 // max intensity
290 int intensity = min (LOS_MAX, abs (radius) + 1); 291 int intensity = min (LOS_MAX, abs (radius) + 1);
291 292
292 // actual intensity 293 // actual intensity
293 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 294 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
294 295
295 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 296 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
296 ? min (3, intensity) 297 ? min (3, intensity)
297 : LOS_MAX - intensity; 298 : LOS_MAX - intensity;
298 } 299 }
403 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius 404 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
404 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); 405 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
405 else // outdoor and darkness <= 0 => start wide and decrease quickly 406 else // outdoor and darkness <= 0 => start wide and decrease quickly
406 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); 407 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
407 408
408 light = clamp (light, 0, MAX_VISION); 409 light = clamp (light + bonus, 0, MAX_VISION);
409 410
410 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 411 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
411 } 412 }
412 } 413 }
413 414
502 * map is the map that changed, x and y are the coordinates. 503 * map is the map that changed, x and y are the coordinates.
503 */ 504 */
504void 505void
505update_all_los (const maptile *map, int x, int y) 506update_all_los (const maptile *map, int x, int y)
506{ 507{
507 // no need to do anything if we don't have darkness
508 if (map->darklevel () <= 0)
509 return;
510
511 map->at (x, y).invalidate (); 508 map->at (x, y).invalidate ();
512 509
513 for_all_players (pl) 510 for_all_players (pl)
514 { 511 {
515 /* Player should not have a null map, but do this 512 /* Player should not have a null map, but do this
516 * check as a safety 513 * check as a safety
517 */ 514 */
518 if (!pl->ob || !pl->ob->map || !pl->ns) 515 if (!pl->ob || !pl->ob->map || !pl->ns)
519 continue; 516 continue;
520 517
521 /* Same map is simple case - see if pl is close enough. 518 rv_vector rv;
522 * Note in all cases, we did the check for same map first, 519
523 * and then see if the player is close enough and update 520 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
524 * los if that is the case. If the player is on the
525 * corresponding map, but not close enough, then the
526 * player can't be on another map that may be closer,
527 * so by setting it up this way, we trim processing
528 * some.
529 */ 521
530 if (pl->ob->map == map) 522 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
531 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
532 pl->do_los = 1; 523 pl->do_los = 1;
533
534 /* Now we check to see if player is on adjacent
535 * maps to the one that changed and also within
536 * view. The tile_maps[] could be null, but in that
537 * case it should never match the pl->ob->map, so
538 * we want ever try to dereference any of the data in it.
539 *
540 * The logic for 0 and 3 is to see how far the player is
541 * from the edge of the map (height/width) - pl->ob->(x,y)
542 * and to add current position on this map - that gives a
543 * distance.
544 * For 1 and 2, we check to see how far the given
545 * coordinate (x,y) is from the corresponding edge,
546 * and then add the players location, which gives
547 * a distance.
548 */
549 else if (pl->ob->map == map->tile_map[0])
550 {
551 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
552 pl->do_los = 1;
553 }
554 else if (pl->ob->map == map->tile_map[2])
555 {
556 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
557 pl->do_los = 1;
558 }
559 else if (pl->ob->map == map->tile_map[1])
560 {
561 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
562 pl->do_los = 1;
563 }
564 else if (pl->ob->map == map->tile_map[3])
565 {
566 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
567 pl->do_los = 1;
568 }
569 } 524 }
570} 525}
571 526
572static const int season_darkness[5][HOURS_PER_DAY] = { 527static const int season_darkness[5][HOURS_PER_DAY] = {
573 /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ 528 /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */

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